Ever felt like radiation wasn't hazardous enough to worry about? Well think again!
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Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Console modding permissionThis mod will not be available on Bethesda.net for console users
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Changelogs
Version 1.05
Fixed an issue with survival mode conflicts. Normally I test in normal mode so some issues eluded me when playing in survival mode.
Might require a clean save to fix a potential holotape issue which causes it to no longer function.
Version 1.04
Reworked (again)(this is getting comical): no longer has a multiplier for consumables. Instead, the options for additional consumable rads range from 5 to 50 rads in increments of 5.
Hid the radiation damage perk to stop it from showing in the perk section of the Pipboy menu.
This change was necessary to scale properly with the Lead Belly perk line. Now, instead of simply damaging the player's rads actor value, the script casts a spell that is subject to the ingested radiation resistance provided by Lead Belly. This was a bit of an oversight on my part.
Version 1.03
Discovered an issue with the mod multiplying healing done by irradiated consumables, instead of just the rads portion of the effect.
Reworked again: now adds additional radiation damage upon ingestion of an irradiated consumable. Settings can be adjusted anywhere from 0 (off) to 100 additional rads per item consumed.
Consumable options split into two parts; one for the multiplier and one for the base rads.
Default consumable amount is +10 additional rads per consumption.
Values are no longer represented in the items themselves because the effect is provided via script now instead of perk.
Version 1.02
Corrected issue with distribution of the holotape upon starting a new game.
Version 1.01
Mod reworked: now allows players to select between default (1x), all the way up to 10x in 1x intervals for both environmental and consumable radiation levels.
Added settings to the holotape to allow adjustments to both options separately.
The mod will automatically update the UI for consumables in the base-game only. DLC will not be affected as I don't want to require DLC for this mod unnecessarily. Not updating the UI after changing the consumable radiation level will cause the rads on consumables to read the same as the previous radiation level unless the item is dropped and picked back up. This only applies to items currently in the player's inventory and is only a visual issue; the effects will still use the correct values. This is only a minor issue and nothing to be concerned with.
This mod seeks to make radiation play an integral part in how we approach the game. Radiation damage outside of a few situations is largely inconsequential in most respects, but not anymore, especially on the higher settings.
Upon loading into the game you will be granted a holotape that will allow you to adjust the settings for the mod.
There are two options on the holotape:
Environmental - being submerged in water, irradiated barrels, exploding cars, etc.
Consumable - irradiated food, water sources, and chem effects (Nuka-Cola), etc.
The Environmental settings will allow a variance between 1x all the way up to 10x in increments of 1, while the Consumable setting will increase consumed rads from 5 to 50 in increments of 5.
By default the mod is set to 2x for Environmental, while Consumable is set to 10 rads. Both settings can be completely disabled independently.
Perks like Lead Belly and Aquaperson will have significantly greater value, and even Rad Resistant, particularly when combined with Cyan's Perk Mod 2.
NOTICE: This does not affect radiation damage from weapons like the Gamma Gun or Radium Rifle.
CONFLICTS: This mod changes one record, so should be largely compatible with other mods. The record in question is the one responsible for supplying clean drinking water which sadly has the DamageRadiationWater magic effect but a value of zero, so still technically qualified as being a spell which is harmful for purposes of the script so I simply removed it to compensate for the shortcomings of the script event used to detect incoming spell effects.
UPDATING: if updating to v1.03, you might have to go into the settings and adjust the Consumable Multiplier setting as it may not have reset since the last version.